13 (Leather Armor)
17 (3d8 + 3)
Stealth +6 Nature +4 Perception +5 Survival +5
Darkvision 120ft, , passive Perception 15
1/2 (200 XP)
The Drow has advantage on saving throws against being charmed, and magic cannot put drow to sleep.
While in sunlight, the dorw has disadvantage on attack, as well as wisdom (perception) checks relying on sight.
The Drow's innate spellcasting ability is intelligence (DC12). it can inately cast: dancing lights (at will), darkness, faerie fire, (1/day)
The drow makes two crossbow attacks.
Melee Attack Attack: +4 to hit, reach 5ft, one target Hit: 5 (1d6+2) Piercing Damage
Ranged Attack Attack: +4 to hit, range 30/120ft, one target Hit: 5 (1d6+2) Piercing Damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target can re peat the saving throw at the end of each of its turns, ending the effect on itself on a success . If he/she fails by 5 or more, they are unconsious while poisoned and wakes up upon damage or shaken awake.